pp = pp or {}

pp.visibleSize = cc.Director:getInstance():getVisibleSize()
pp.center = {x = pp.visibleSize.width*0.5, y = pp.visibleSize.height*0.5}

if cc.PLATFORM_OS_ANDROID == g_targetPlatform then
    pp.FontTTF = "Arial"
else
    pp.FontTTF = "Arial"
end


pp.zorder_0 = 0             --bottom layer
pp.zorder_1 = 100
pp.zorder_2 = 200
pp.zorder_3 = 300           -- mid layer
pp.zorder_4 = 400           --(full screen touch layer)
pp.zorder_5 = 500


pp.z_guide_mask = 440
pp.z_g_mask = 450
pp.z_pause = 500
pp.z_intensify = 500
pp.z_loginAward = 510
pp.z_lottery = 505
pp.z_pay = 1000
pp.z_warning = 1000
pp.z_notify = 1200
pp.z_leaveApp = 2000

-- game scene zorder
pp.z_touchRegion = 400

-- pp.z_bullet = 350
-- pp.z_mapbb = 200
-- pp.z_score = 250
pp.z_bullet = 250			--bb_layer's zorder==200
pp.z_mapbb = 1
pp.z_epl_ani = 255
pp.z_epl_score = 260
pp.z_epl_coin = 270
pp.z_comb = 300

--bb type def
pp.bt_comStart = 1
pp.bt_comEnd = 7
pp.bt_mixed = 8

pp.bt_paintOffset = 90
pp.bt_paintStart = pp.bt_comStart + pp.bt_paintOffset
pp.bt_paintEnd = pp.bt_comEnd + pp.bt_paintOffset

pp.bt_key = 10
 
pp.bt_boom = 12
pp.bt_coin = 13
pp.bt_space = 14
pp.bt_wood = 15
pp.bt_up = 16
pp.bt_down = 17
pp.bt_puzzle = 18

pp.bt_boss = 20

pp.bt_fenji = 30
pp.bt_yuheng = 31


--最大关卡数
pp.levelMax = 80



--分数
pp.scorebase_cnt = 3
pp.scorebase = 100
pp.scoreincre = 100
pp.scorespace = 80

--金币
pp.coinPerbb = 15

--物品分类
pp.gameObjs = {
	coin = {img = "common/jinbi.png"},
	fenji = {img = "bubbles/fenji.png"},
	yuheng = {img = "bubbles/yuheng.png"},
}

--领奖状态
pp.loginAwardStatus = {
	ungot = 1,
	got = 2,			--已经领取
}

--
pp.gamestate_win = 1
pp.gamestate_fail = 2
pp.gamestate_playing = 3
pp.gamestate_fuhuoing = 4
pp.gamestate_readyGoing = 5
pp.gamestate_weaponing = 6

--连击
pp.comb_maxInterval = 2
pp.comb_maxCnt = 8
pp.comb_image = {
	[1] = "do not pop fnt...",
	[2] = "gamescene/zi/lj2.png",
	[3] = "gamescene/zi/lj3.png",
	[4] = "gamescene/zi/lj4.png",
	[5] = "gamescene/zi/lj5.png",
	[6] = "gamescene/zi/lj6.png",
	[7] = "gamescene/zi/lj7.png",
	[8] = "gamescene/zi/super-lj.png",
}


-- font

pp.fnt_number_white = "fonts/number_white.fnt"
pp.fnt_number_yellow = "fonts/number_yellow.fnt"
pp.fnt_blue_pty = "fonts/cn_pty_blue.fnt"
pp.fnt_white_pty = "fonts/cn_pty_white.fnt"
pp.fnt_yellow_pty = "fonts/cn_pty_yellow.fnt"
pp.fnt_qianghua = "fonts/qianghua.fnt"
pp.fnt_level = "fonts/level.fnt"
pp.fnt_level_ret = "fonts/level_ret.fnt"
pp.fnt_common = "fonts/common.fnt"

pp.fnt_warning = "fonts/warning.fnt"


------------------------------------------
--weapon
pp.weapon_fenji_region_odd = {
	[1] = {
			{-2, 0},
			{-1, -1},{-1,0},
			{0,-1},{0,1},
			{1,-1},{1,0},
			},
	[2] = {
			{-2,-1},{-2, 0},{-2,1},
			{-1,-2},{-1, -1},{-1,0},{-1,1},
			{0,-2},{0,-1},{0,1},{0,2},
			{1,-1},{1,0},
			},
	[3] = {
			{-4,0},
			{-3,-2},{-3,-1},{-3,-0},{-3,1},
			{-2,-1},{-2, 0},{-2,1},
			{-1,-2},{-1, -1},{-1,0},{-1,1},
			{0,-2},{0,-1},{0,1},{0,2},
			{1,-1},{1,0},
			},
	[4] = {
			{-4,-1},{-4,-0},{-4,1},
			{-3,-2},{-3,-1},{-3,-0},{-3,1},
			{-2,-2},{-2,-1},{-2,0},{-2,1},{-2,2},
			{-1,-3},{-1,-2},{-1,-1},{-1,0},{-1,1},{-1,2},
			{0,-3},{0,-2},{0,-1},{0,1},{0,2},{0,3},
			{1,-1},{1,0},
			},
	[5] = {
			{-5,-2},{-5,-1},{-5,0},{-5,1},
			{-4,-2},{-4,-1},{-4,0},{-4,1},{-4,2},
			{-3,-3},{-3,-2},{-3,-1},{-3,0},{-3,1},{-3,2},
			{-2,-3},{-2,-2},{-2,-1},{-2,0},{-2,1},{-2,2},{-2,3},
			{-1,-4},{-1,-3},{-1,-2},{-1,-1},{-1,0},{-1,1},{-1,2},{-1,3},
			{0,-4},{0,-3},{0,2},{0,-1},{0,1},{0,2},{0,3},{0,4},
			{1,-1},{1,0},
			},
}

pp.weapon_fenji_region_even = {
	[1] = {
			{-2, 0},
			{-1, 0},{-1,1},	--
			{0,-1},{0,1},
			{1,0},{1,1},		--
			},
	[2] = {
			{-2,-1},{-2,0},{-2,1},
			{-1,-1},{-1,0},{-1,1},{-1,2},		--
			{0,-2},{0,-1},{0,1},{0,2},
			{1,0},{1,1},
		},
	[3] = {
			{-4,0},
			{-3,-1},{-3,0},{-3,1},{-3,2},--
			{-2,-1},{-2, 0},{-2,1},
			{-1,-1},{-1, 0},{-1,1},{-1,2},	--
			{0,-2},{0,-1},{0,1},{0,2},	
			{1,0},{1,1},  --
		},
	[4] = {
			{-4,-1},{-4,0},{-4,1},
			{-3,-1},{-3,0},{-3,1},{-3,2},		--
			{-2,-2},{-2,-1},{-2,0},{-2,1},{-2,2},
			{-1,-2},{-1,-1},{-1,0},{-1,1},{-1,2},{-1,3},	--
			{0,-3},{0,-2},{0,-1},{0,1},{0,2},{0,3},	
			{1,0},{1,1},	--
		},
	[5] = {
			{-5,-1},{-5,0},{-5,1},{-5,2},    --
			{-4,-2},{-4,-1},{-4,0},{-4,1},{-4,2},		
            {-3,-2},{-3,-1},{-3,0},{-3,1},{-3,2},{-3,3}, --
			{-2,-3},{-2,-2},{-2,-1},{-2,0},{-2,1},{-2,2},{-2,3},	
			{-1,-3},{-1,-2},{-1,-1},{-1,0},{-1,0},{-1,0},{-1,0},{-1,0},	--
			{0,-4},{0,-3},{0,-2},{0,-1},{0,1},{0,2},{0,3},{0,4},	
			{1,0},{1,1},	--
		},
}

pp.weapon_huanman_rate = {
	[1] = 0,
	[2] = 0.06,
	[3] = 0.12,
	[4] = 0.18,
	[5] = 0.24,
}
pp.level_speed_rate = 0.9 					--关卡初始下降速度
pp.per_level_speedup = 0.01 				--随每关递增的速度


pp.weapon_cd = 1.0

pp.weapon_boom_occur = {
	0.01,0.02,0.03,0.04,0.05
}			
pp.weapon_colorful_occur = {
	0.01,0.02,0.03,0.04,0.05
}


--体力
pp.lives_fullcnt_low = 3
pp.lives_fullcnt_high = 8
pp.lives_restoreTime = 600   --10*60

--初始金币
pp.startCoin = 0

--二次复活弹坑 ：复活累计次数
pp.spe_doubleFuhuoTrapTimes = {5, 15, 25}
pp.spe_doubleFuhuoSpeedRate = {1, 0.9, 0.8,0.7}

--每次复活后，速度改变到的rate
pp.fuhuoSpeedRate = {1, 1, 0.95, 0.90, 0.85, 0.75}

--复活礼包赠送复活次数
pp.spe_FuhuoLiBao_freeFuhuoTimes = {5,5,5,10}

